diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
commit | 9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch) | |
tree | 8440c8b155a69580b358ded134bad49e27bb8eba /source/gameengine/Ketsji/KX_BulletPhysicsController.cpp | |
parent | 26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (diff) |
BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator.
* Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping.
* Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed.
Note, this also resolves the following bugs:
[#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex)
[#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
Diffstat (limited to 'source/gameengine/Ketsji/KX_BulletPhysicsController.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_BulletPhysicsController.cpp | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp index 6ef0aed9fe2..262ec541cf9 100644 --- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp @@ -75,6 +75,11 @@ void KX_BulletPhysicsController::SetLinVelocityMin(float val) CcdPhysicsController::SetLinVelocityMin(val); } +void KX_BulletPhysicsController::Jump() +{ + CcdPhysicsController::Jump(); +} + float KX_BulletPhysicsController::GetLinVelocityMax() { return (float)CcdPhysicsController::GetLinVelocityMax(); @@ -119,6 +124,11 @@ void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool l } +void KX_BulletPhysicsController::SetWalkDirection(const MT_Vector3& dloc,bool local) +{ + CcdPhysicsController::SetWalkDirection(dloc[0],dloc[1],dloc[2],local); +} + void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local) { float rotval[9]; @@ -155,6 +165,13 @@ MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos) return MT_Vector3(linVel[0],linVel[1],linVel[2]); } +MT_Vector3 KX_BulletPhysicsController::GetWalkDirection() +{ + float dir[3]; + CcdPhysicsController::GetWalkDirection(dir[0], dir[1], dir[2]); + return MT_Vector3(dir[0], dir[1], dir[2]); +} + void KX_BulletPhysicsController::SetAngularVelocity(const MT_Vector3& ang_vel,bool local) { CcdPhysicsController::SetAngularVelocity(ang_vel.x(),ang_vel.y(),ang_vel.z(),local); |